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nb_update_frecuency 0.014 pero no lo puse en mi cvar ésto hace que los comunes corran sin retrasos verdad?
• Si estás a 0.0 lerp o 100 lerp, y ves que los commons siguen lageados, significa que el vscript no está andando.
• Había por ahí algunos videos en Español, sobre como instalar bien Sourcemod y Metamod, te recomiendo que te instalés ese y luego uses un tickrate enabler, así te toma bien los ticks, el plugin de BHaType funciona bastate bien.
https://forums.alliedmods.net/showthread.php?p=2752405
It took me a long time to find that command by watching countless videos on YouTube to find the solution, it was very difficult for someone who doesn't know about these topics, but as The saying goes, he who seeks finds.
my guess is if you are using anything that changes blood, gore, or gibbing, you may experience floating splatters and sprays
Aparte de eso, como bonus, si haces que se actualizen más rápido, haces que la hitbox quede acorde a lo que realmente se ve en la partida.
- Ojo, haces el juego más dificil, porque indirectamente haces que los commons piensen mucho más rapido, sos libre de probar si te gusta o no.
Could you please tell me what is the lerp of your average random? As in someone that never touched their lerp or even modded the game.
Lerp values based on cl_interp:
cl_interp 0.1 = 100ms lerp
cl_interp 0.05 = 50ms lerp
cl_interp 0.033 = 33ms lerp
cl_interp 0.0 = 0ms lerp ( this is what you want to use with this mod )
• To uncap your lerp and allow it to reach 0.0, set cl_updaterate 30000. (This may cause lag; feel free to test it yourself.)
This issue likely results from a combination of tickrate, hit registration, and server-client desynchronization (e.g., lerp settings).
Blood decals appearing without damage, stagger, or death happen when the hitbox is desynchronized from the model's hitboxes (common in GMod or CS:S). You may shoot an enemy repeatedly, filling them with blood decals, yet no damage is dealt. This is caused by purposely mismatching hitboxes or using exaggerated lerp values, leading to server-client hitbox desynchronization, which proves what you said.
Additionally, when meleeing an infected, you might hear the impact sound but notice no damage, indicating the hit didn't land. This is often due to lag compensation, for example, when playing as the Tank with high lerp values, causes the "long arms" effect.
• Set your server's tickrate to 66 or 100, and lower your lerp settings. which improves responsiveness.
When attacking commons or specials with firearms or melees, sometimes my attacks seems to have hit the target, but the target doesn't show any signs of being hit/staggering/dying. Blood decals appears on the part that was hit, and sometimes it may take several or more attacks to put them to death. Is this related to the tickrate things? Or is it something else causing it?
I'm seeing an influx of SourceMod mods being turned into v-scripts and I love that. Thank you for this!
As for your question, yes, it might be possible. Increasing the tickrate makes them process movement a lot faster, which is one solution. However, some aspects of their behavior are hard-coded, so you would need SourceMod to make deeper changes, though I don’t have much experience with it.
I forced nb_friction_forward to 0 because it caused the commons to move back and forth instead of sticking to the player to hit them. At high tickrates, this made players miss their melee swings. I haven’t tested nb_friction_sideways yet, but I should definitely test it to see how it affects their movement. I’ve also found some other CVARs, so if I discover anything interesting, I’ll definitely share it or update the mod.
- edit: You could manually edit the navmesh using nav_edit, but it's pretty tedious.
Edit: (To not clog the comment section) apparently setting nb_friction_forward and nb_friction_sideways to values like 10 - 15 works well, the Witch is less stupid (the commons too since they use the same pathing) and "sharply turns" around corners instead of walking forward like a vehicle with too much momentum.
I found the source of the problem. For some reason, on the TUMTaRA map, the commons continue to behave jerkily and laggy
It affects all players, including the host, so... If you’d like to install the mod and give it a try, feel free to do so.
That is strange because there is no way other players could benefit if the host cannot. It is simply impossible since the host determines the update frequency for the commons. If the host is not applying these updates or benefiting from the addon, then the players connected to the server wouldn’t benefit either.
Just in case, make sure to check if you have any conflicting addons that might be causing this issue.
Lerp stands for interpolation. It's a delay intentionally added by Valve to smooth out what players see in the game, but it's purely visual. Most players prefer setting their lerp to low values to make the game state on their screen closely match the server's. However, this can cause visual stuttering or "teleporting" effects because there's no smoothing.
• if you want to see what lerps you have in-game, use net_graph 1
• if you want to have low lerp, you need to set your cl_interp to a low value,
cl_interp 0.1 = 100 lerp
cl_interp 0.05 = 50 lerp
cl_interp 0.033 = 33 lerp
To uncap your lerp and allow it to reach 0.0, set cl_updaterate 30000.
I'm asking this because I've never seen them lag like that before...and I'm playing on a heavily modded game :)
Oh, I overlooked that.
Yes, while "cl_interp_npcs 0.1" could be a fix, i think it's better to fix the actual problem, rather to rely on an ilussion. Also, you can't force cl_interp_npcs on all clients in a server, you would need to make them download an addon.
I love how the zombies no longer collide
and the hitbox overlaps the model!